if you do save, be sure to enable uninstall mode in human.inc to remove the tags by setting if rand 0.0 to 1.0.

delete the old mod before you download the new version.

3.05

Attempted to fix wpn crash for walkie talkies getting hit by bullets

3.0 (3/20)

TOO MANY EDITS!

added skeleton that I forgot to add.

added minimap additions

added wounded state, when the unit dies, he/she is unable to move, think of it like call of duty.

other changes.

let me know if this fixes the immortality bug or not.

2.020

friendly fire-

fixed the bug that when you have an attack modifier, you can friendly fire your allies without killing them on the predefined friendly fire limit set in main_menu.

changed sound range of MB to be louder.

-fortification_spawner

readded sandbags for the fortification_spawner

made fortifications spawned by it unable to automatically be jumped over if "ai_jump" is enabled. This way, it can properly be used as cover.

mlg-

added options for disabling cannons and mounted machine guns, tanks, planes, or vehicles all together to allow for a infantry vs infantry based fight.

disabled exclamation by default to prevent lag, as when two damage_reports are displaying at once on the same entity, lag will happen.

revival script-

support for the following animations have been added:

wounded1

000_die_agonia-1,2,3,4

these animations will play if you have them in your human_anm.ext file from Dark Sintera and Half Life.

otherwise you'll just get the default lie_sleep_idle animations.

radio-

added a new group called the "Demolition" squad, these guys have a ton of heavy weapons!

added the option to disable spawning infantry in wedge formation for indoor battles.

added sturmovik4,5,6,4b,5b,6b.

2.015

decreased the amount of times RKO spawns.

2.01

betterplanes-

Fixed bullet quant crash from betterplanes by giving a tag to the plane mgun ammo, making it not get recognized by {with_effector} in the bullet_hit proccess in human.inc by adding the nohit tag to it in human.inc.

added plane map icon through interface/scene/minimap/minimap.set and its ebm and tga file.

changed planes from airbornez to airborne to reallow takeoff and landing and spawning in singleplayer skirmish properly, go into properties/airborne.ext and switch {props "airborne"} to {props "airbornez"} to reenable plane vs plane battles.

plane behavior inspection: it seems planes only attack and change directions when infantry are fighting below them, also they only move if all the other enemy planes are destroyed for some reason thats if its {props "airborne"} in human.ext, if its {props "airbornez"} then they will attack and move regardless but wont be able to takeoff/land/change altitude.

other-

fixed immortality, still testing to see if it has really been fixed.

fixed smoke grenades.

added ammo that makes light using buzztron's ammo light code.

readded weapon drop sounds inspired by Buzztron. Forgot to add that from the early changes.

added stuff drop sounds for steel items.

readded bumping into units displaying their rank and name, I forgot that I had commented it out by accident. de-de-de

lowered the frequency of the "last_shot" script that makes units fire fake bullets when they die from 0.9 to 0.025 as it was getting annoying.

added the option of turning on/off fake bullet damage.

mlg-

added gray bottom portion of sanics shoes

fixed RKO from choking the opponent to death forever.

changed freezing when dodging grenade to "squat_hide" for immersion. earlier version was a cheap edit....

weapon jamming-

added two similiar vanilla standing animations for fixing the jam

somewhat simplified weapon jamming code a little.

friendly fire-

friendly fire now turns the radio music off when the person is killed by friendly fire, still trying to figure out how to get ai to do friendly fire versus just the user.

2.0

Code/2d entities free to use with/without credit

however if your going to use the models under the credit list, you should credit the authors.credits:gas masks - WW2 China Battlefield Teamskeleton - Glit

Added alot of stuff over the span of 1 year,

A menu in human.inc for you to turn things on/off

Attack/Defence Parameters of Unit Stats, M2TW STYLE

Attack is alot more effective than Defence, the more attack you have, the more damage your opponent receivesand the more chances of their defence breaking after you shoot/melee them.

unit ranking system.Kill CountsUnit Names based on extension in humanskin folder ex. humanskin\jap_smg\jap-smg.dds#jap will give the "Empire Of Japan" first and last names ingame from the code in human.inc.LOTS OF MLG STUFFStufffixed some lag, those loops are too STRONK.

RINGS FROM SONIC THE HEDGEHOG search for ringentity in the editorHD RINGS OF IT TOO search for hdringentity in the editorPOWERUP BOXES search for powerupentity in the editor

You receive 1 life when you collect 100 HD rings or original rings, when you die, that 1 life is removed and your unit will be alive until it dies again, just like the sonic games.

poison gas that works like battle of empires but more immersive with damage being done to gas masks, exposing the user to the gas zone if the gas mask is torn or is taken off in melee.

for the melee system, comment out these lines in resource/properties/human_anm.ext

to prevent units from playing the get hit animation each melee hit, it stops the defender from counter attacking which just isn't immersive.

removed lie grenade animation since it destroyed the immersion of indoor map fighting. So now when ai dodge a grenade, they will just move out the way, and thats it, no more diving through walls like that blue guy from X-Men 2.

Preffering everyone to use text editors that organize code such as Pspad and Notepad++, otherwise the text will be a mess.

search in the editor's human equipment menu for radiousa, you will see radios for the faction and player. equip it to your troop and he/she will use that during battle far away, but up close will switch to their gun instead. however the radio will still function when not equipped.

The Radio will spawn the faction's troops randomly

search for spawn_prob in human.inc to change how often units are spawned

The Radio's Inv ammo uses the light tag so they are at the bottom of the list of preferred weapon ammo in ammo.set

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;edit the radio for your custom faction by searching for ;custom_faction in human.inc ,change whats said by using CTRL + H and rename, and what troops are spawned for that radio

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;single song: change the db gain to 15 which is under [mute][solo]then to make a radio effect on sound, goto latest version of audacity-effects-equalization--> select curve which is at the bottom ->walkietalkie then click on file, and select export as wav or mp3 then follow the instructions on the bottom. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;multiple songs: select all, effect -> equalization -> curve - > walkie talkie, then select effect -> amplify -> 15 db value -> file -> export multiple -> OKOKOKOKOKOKOKOKOKKOKOK.